165 Open Daily games
3 Open Realtime games
  • Status: Live
  • Version: 12.0
  • Designer: M57
  • Rating:
  • Rating Score: 9.20 out of 10 [20 ratings]
  • Difficulty: Intermediate
  • Created Date: 25th Dec 2014
  • Release Date: 23rd Dec 2011
  • Games Played: 1099

Design Information
Territories 125
Continents 366
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Disabled
Open Games 1 [View]
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 White Default Default
2 Black Default Default

Board Description

Wiki page: http://www.wargear.net/wiki/doku.php?id=boards:go-geared:go-geared

Playing and Moving Stones

All dice are "1-sided" so you will lose if you attack a "single" (a stone on the board with 1 unit), but you can attack and take "blanks" (stones with 0 units).

Abandon is ON, but when you move a stone you leave a funtional "blank" in its place. Blanks count towards both capturing territory and meeting the victory condition.

You get two moves per turn. Generally, you want to play one stone from your bowl to the board and move 1 stone on the board, though technically you could move two stones on the board and elect not to play from your bowl. Use it or lose it.

Capturing Territory and "Turning" Opponent's Stones

Capture territory by surrounding it on three sides (borders). (The four corners can be captured by surrounding them with just 2 stones). If that territory happens to belong you your opponent, it becomes your territory. Captured territories receive stones with a singe unit.

You must have the territory surrounded at the beginning of your turn before it becomes captured.

Winning the Game

Fill more than 1/2 the board to win. This is a two-player game. Like the games Chess and Go it is appropriate to resign (surrender) when you are sure to lose. There's no need for self-flagilation, and besides, be considerate of your opponent's time.

When you have won, the player will give you a bonus unit at the beginning of your turn. Place that unit on your color in the Yin-Yan symbol and attack from there to your opponent's bowl.

Minutia (ignore unless something about game-play seems wrong):

The victory bonus requirement appears 2 units higher than expected, but is necessary to account for the impact of the bowl and the yin-yan territories on the territory count.

Occasionally a stone or territory will not "turn" even though it is surrounded at the beginning of your turn. This is likely because one of the capturing stones was just turned itself. This stone will be captured on the next turn if the capture conditions still exist.

Thanks to Alpha and Hugh for early Dev work.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed2
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned63
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve units0
Maximum units per territory1
Auto Assign Factories
Number of sides on Attacker's Dice1
Number of sides on Defender's Dice1

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 125
Continents 366
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Disabled
Open Games 1 [View]
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 White Default Default
2 Black Default Default

Board Description

Wiki page: http://www.wargear.net/wiki/doku.php?id=boards:go-geared:go-geared

Playing and Moving Stones

All attack and defence dice on the board and from the bowl are "8-sided." This gives defender a slight advantage. Attacker loses approximately 57% of the time. Surprisingly, there are times and positions where it appears to be correct strategy to attack, but you can make this determination yourself.

Abandon is ON, but when you move a stone you leave a funtional "blank" in its place. Blanks count towards both capturing territory and meeting the victory condition.

You get two moves per turn. Generally, you want to play one stone from your bowl to the board and move 1 stone on the board, though technically you could move two stones on the board and elect not to play from your bowl. Use it or lose it.

Capturing Territory and "Turning" Opponent's Stones

Capture territory by surrounding it on three sides (borders). (The four corners can be captured by surrounding them with just 2 stones). If that territory happens to belong you your opponent, it becomes your territory. Captured territories receive stones with a singe unit.

You must have the territory surrounded at the beginning of your turn before it becomes captured.

Winning the Game

Fill more than 1/2 the board to win. This is a two-player game. Like the games Chess and Go it is appropriate to resign (surrender) when you are sure to lose. There's no need for self-flagilation, and besides, be considerate of your opponent's time.

When you have won, the player will give you a bonus unit at the beginning of your turn. Place that unit on your color in the Yin-Yan symbol and attack from there to your opponent's bowl.

Minutia (ignore unless something about game-play seems wrong):

The victory bonus requirement appears 2 units higher than expected, but is necessary to account for the impact of the bowl and the yin-yan territories on the territory count.

Occasionally a stone or territory will not "turn" even though it is surrounded at the beginning of your turn. This is likely because one of the capturing stones was just turned itself. This stone will be captured on the next turn if the capture conditions still exist.

Thanks to Alpha and Hugh for early Dev work.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed2
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned63
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve units0
Maximum units per territory1
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 85
Continents 230
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Disabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Black Default Default
2 White Default Default

Board Description

Wiki page: http://www.wargear.net/wiki/doku.php?id=boards:go-geared:go-geared

Playing and Moving Stones

All dice are "1-sided" so you will lose if you attack a "single" (a stone on the board with 1 unit), but you can attack and take "blanks" (stones with 0 units).

Abandon is ON, but when you move a stone you leave a funtional "blank" in its place. Blanks count towards both capturing territory and meeting the victory condition.

You get two moves per turn. Generally, you want to play one stone from your bowl to the board and move 1 stone on the board, though technically you could move two stones on the board and elect not to play from your bowl. Use it or lose it.

Capturing Territory and "Turning" Opponent's Stones

Capture territory by surrounding it on three sides (borders). (The four corners can be captured by surrounding them with just 2 stones). If that territory happens to belong you your opponent, it becomes your territory. Captured territories receive stones with a singe unit.

You must have the territory surrounded at the beginning of your turn before it becomes captured.

Winning the Game

Fill more than 1/2 the board to win. This is a two-player game. Like the games Chess and Go it is appropriate to resign (surrender) when you are sure to lose. There's no need for self-flagilation, and besides, be considerate of your opponent's time.

When you have won, the player will give you a bonus unit at the beginning of your turn. Place that unit on your color in the Yin-Yan symbol and attack from there to your opponent's bowl.

Minutia (ignore unless something about game-play seems wrong):

The victory bonus requirement appears 2 units higher than expected, but is necessary to account for the impact of the bowl and the yin-yan territories on the territory count.

Occasionally a stone or territory will not "turn" even though it is surrounded at the beginning of your turn. This is likely because one of the capturing stones was just turned itself. This stone will be captured on the next turn if the capture conditions still exist.

Thanks to Alpha and Hugh for early Dev work.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed2
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned43
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve units0
Maximum units per territory1
Auto Assign Factories
Number of sides on Attacker's Dice1
Number of sides on Defender's Dice1

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 85
Continents 230
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Disabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Black Default Default
2 White Default Default

Board Description

Wiki page: http://www.wargear.net/wiki/doku.php?id=boards:go-geared:go-geared

Playing and Moving Stones

All attack and defence dice on the board and from the bowl are "8-sided." This gives defender a slight advantage. Attacker loses approximately 57% of the time. Surprisingly, there are times and positions where it appears to be correct strategy to attack, but you can make this determination yourself.

Abandon is ON, but when you move a stone you leave a funtional "blank" in its place. Blanks count towards both capturing territory and meeting the victory condition.

You get two moves per turn. Generally, you want to play one stone from your bowl to the board and move 1 stone on the board, though technically you could move two stones on the board and elect not to play from your bowl. Use it or lose it.

Capturing Territory and "Turning" Opponent's Stones

Capture territory by surrounding it on three sides (borders). (The four corners can be captured by surrounding them with just 2 stones). If that territory happens to belong you your opponent, it becomes your territory. Captured territories receive stones with a singe unit.

You must have the territory surrounded at the beginning of your turn before it becomes captured.

Winning the Game

Fill more than 1/2 the board to win. This is a two-player game. Like the games Chess and Go it is appropriate to resign (surrender) when you are sure to lose. There's no need for self-flagilation, and besides, be considerate of your opponent's time.

When you have won, the player will give you a bonus unit at the beginning of your turn. Place that unit on your color in the Yin-Yan symbol and attack from there to your opponent's bowl.

Minutia (ignore unless something about game-play seems wrong):

The victory bonus requirement appears 2 units higher than expected, but is necessary to account for the impact of the bowl and the yin-yan territories on the territory count.

Occasionally a stone or territory will not "turn" even though it is surrounded at the beginning of your turn. This is likely because one of the capturing stones was just turned itself. This stone will be captured on the next turn if the capture conditions still exist.

Thanks to Alpha and Hugh for early Dev work.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed2
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned43
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve units0
Maximum units per territory1
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 245
Continents 520
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Disabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 White Default Default
2 Black Default Default

Board Description

If you've never played Go-Geared before, perhaps this isn't the first board you should try playing. The board plays just like regular Go Geared except for the instructions below printed in BLUE, which can make things just a little trickier to understand for a first time player.

Capture territory by surrounding it on three sides (borders). (The four corners can be captured by surrounding them with just 2 stones), and territories surrounded by islands on two sides or more simply need to be surrounded by whatever territory remains.

Pay attention to what type of dice the scenario uses. If the dice are "1-sided" you will lose if you attack a "single" (a stone on the board with 1 unit), but you can attack and take "blanks" (stones with no units).

Abandon is ON, but when you move a stone you leave a funtional "blank" in its place. Blanks count towards both capturing territory and meeting the victory condition.

Fill more than 1/2 the board to win. This is a two-player game. Like the games Chess and Go it is appropriate to resign (surrender) when you are sure to lose (remember, there is no luck in this game). No need for self-flagilation, and besides, be considerate of your opponent's time.

You get two moves per turn. Generally, you want to play one stone from your bowl to the board and move 1 stone on the board, though technically you could move two stones on the board and elect not to play from your bowl. Use it or lose it.

When you have won, the player will give you a bonus unit at the beginning of your turn. Place that unit on your color in the Yin-Yan symbol and attack from there to your opponent's bowl.

Minutia (ignore unless something about game-play seems wrong):

The victory bonus requirement appears 2 units higher than expected, but is necessary to account for the impact of the bowl and the yin-yan territories on the territory count.

Occasionally a stone or territory will not "turn" even though it is surrounded at the beginning of your turn. This is likely because one of the capturing stones was just turned itself. This stone will be captured on the next turn if the capture conditions still exist.

Thanks to Alpha and Hugh for early Dev work.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed2
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned123
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve units0
Maximum units per territory1
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 85
Continents 230
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Disabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 White Default Default
2 Black Default Default

Board Description

Introducing the Mine-Sweeper Edition -- Some of those neutral spaces are lethal. Watch Your Step!

Not reccomended for first time Go-Geared players.. Try one of the boards with 1-sided dice first to get your skills up, then move one to 8-sided. Then you'll be ready for the minefield.

Playing and Moving Stones

All attack and defence dice on the board and from the bowl are "8-sided."

Abandon is ON, but when you move a stone you leave a funtional "blank" in its place. Blanks count towards both capturing territory and meeting the victory condition.

You get two moves per turn. Generally, you want to play one stone from your bowl to the board and move 1 stone on the board, though technically you could move two stones on the board and elect not to play from your bowl. Use it or lose it.

Capturing Territory and "Turning" Opponent's Stones

Capture territory by surrounding it on three sides (borders). (The four corners can be captured by surrounding them with just 2 stones). If that territory happens to belong you your opponent, it becomes your territory. Captured territories receive stones with a singe unit.

You must have the territory surrounded at the beginning of your turn before it becomes captured.

Winning the Game

Fill more than 1/2 the board to win. This is a two-player game. Like the games Chess and Go it is appropriate to resign (surrender) when you are sure to lose. There's no need for self-flagilation, and besides, be considerate of your opponent's time.

When you have won, the player will give you a bonus unit at the beginning of your turn. Place that unit on your color in the Yin-Yan symbol and attack from there to your opponent's bowl.

Minutia (ignore unless something about game-play seems wrong):

The victory bonus requirement appears 2 units higher than expected, but is necessary to account for the impact of the bowl and the yin-yan territories on the territory count.

Occasionally a stone or territory will not "turn" even though it is surrounded at the beginning of your turn. This is likely because one of the capturing stones was just turned itself. This stone will be captured on the next turn if the capture conditions still exist.

Thanks to Alpha and Hugh for early Dev work.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed2
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned43
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve units0
Maximum units per territory1
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone